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-rw-r--r--src/camera.cpp15
-rw-r--r--src/color.cpp6
-rw-r--r--src/main.cpp14
-rw-r--r--src/vec3.cpp135
4 files changed, 95 insertions, 75 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 917cb4e..908ba09 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -12,9 +12,9 @@ camera::camera(
float focus_dist
) : position(position), lens_radius(aperture / 2.0), fov(v_fov), focus_distance(focus_dist), aspect_ratio(aspect_ratio) {
- forward = (target - position).unit();
- right = forward.cross(vec3{ 0.0, 1.0, 0.0 }).unit();
- up = right.cross(forward).unit();
+ forward = (target - position).normalize();
+ right = forward.cross(vec3{ 0.0, 1.0, 0.0 }).normalize();
+ up = right.cross(forward).normalize();
auto h = tan(deg_to_rad(fov) / 2.0);
auto viewport_height = 2.0 * h;
@@ -45,11 +45,12 @@ void camera::move(vec3 v) {
}
void camera::rotate_y(float theta) {
- forward.x = forward.x * cos(theta) - forward.z * sin(theta);
- forward.z = forward.x * sin(theta) + forward.z * cos(theta);
+ forward.v[0] = forward.v[0] * cos(theta) - forward.v[2] * sin(theta);
+ forward.v[2] = forward.v[0] * sin(theta) + forward.v[2] * cos(theta);
+ forward.normalize();
- right = forward.cross(vec3{ 0.0, 1.0, 0.0 }).unit();
- up = right.cross(forward).unit();
+ right = forward.cross(vec3{ 0.0, 1.0, 0.0 }).normalize();
+ up = right.cross(forward).normalize();
auto h = tan(deg_to_rad(fov) / 2.0);
auto viewport_height = 2.0 * h;
diff --git a/src/color.cpp b/src/color.cpp
index 92195de..555ff8d 100644
--- a/src/color.cpp
+++ b/src/color.cpp
@@ -2,9 +2,9 @@
#include "utils.hpp"
void write_color(std::ostream& out, const color& pixel_color) {
- auto r = pixel_color.x;
- auto g = pixel_color.y;
- auto b = pixel_color.z;
+ auto r = pixel_color.v[0];
+ auto g = pixel_color.v[1];
+ auto b = pixel_color.v[2];
out << static_cast<uint32_t>(256.0 * clamp(r, 0.0, 0.999)) << ' '
<< static_cast<uint32_t>(256.0 * clamp(g, 0.0, 0.999)) << ' '
diff --git a/src/main.cpp b/src/main.cpp
index 8d79000..37ce060 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -48,6 +48,8 @@ int main() {
uint32_t height = width / aspect_ratio;
const uint32_t samples_per_pixel = 500;
+ std::cerr << sizeof(vec3) << std::endl;
+
window wnd { width , height };
float delta_time = 0.f;
@@ -124,19 +126,19 @@ int main() {
switch (event.key) {
case KEYS::W: {
- move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.forward.unit() * move_speed;
+ move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.forward * move_speed;
break;
}
case KEYS::S: {
- move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.forward.unit() * move_speed;
+ move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.forward * move_speed;
break;
}
case KEYS::D: {
- move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.right.unit() * move_speed;
+ move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.right * move_speed;
break;
}
case KEYS::A: {
- move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.right.unit() * move_speed;
+ move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.right * move_speed;
break;
}
case KEYS::E: {
@@ -150,11 +152,11 @@ int main() {
break;
}
case KEYS::SPACE: {
- move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.up.unit() * move_speed;
+ move_vec = ((scene*) renderer.scene_buffer_ptr())->meta.cam.up * move_speed;
break;
}
case KEYS::LCTRL: {
- move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.up.unit() * move_speed;
+ move_vec = -((scene*) renderer.scene_buffer_ptr())->meta.cam.up * move_speed;
break;
}
default:
diff --git a/src/vec3.cpp b/src/vec3.cpp
index 166f681..d075473 100644
--- a/src/vec3.cpp
+++ b/src/vec3.cpp
@@ -1,87 +1,101 @@
#include <cmath>
#include <limits.h>
+#include <smmintrin.h>
#include "vec3.hpp"
#include "utils.hpp"
-vec3::vec3(): x(0.0), y(0.0), z(0.0) {}
+vec3::vec3(): v(_mm_setzero_ps()) {}
+vec3::vec3(float x): v(_mm_set1_ps(x)) {}
+vec3::vec3(float x, float y, float z): v(_mm_set_ps(0.f, z, y, x)) {}
-vec3::vec3(float x): x(x), y(x), z(x) {}
-vec3::vec3(float x, float y, float z): x(x), y(y), z(z) {}
+vec3::vec3(__m128& v): v(v) {}
+vec3::vec3(__m128&& v): v(std::move(v)) {}
+vec3::vec3(const vec3& vec) {
+ v = _mm_load_ps((float*)&vec.v);
+}
vec3 vec3::operator-() const {
- return vec3 {
- -x,
- -y,
- -z
- };
+ return vec3(_mm_xor_ps(v, _mm_set1_ps(-0.0f)));
+}
+
+vec3& vec3::operator=(const vec3& vec) {
+ v = _mm_load_ps((float*)&vec.v);
+
+ return *this;
}
-vec3& vec3::operator+=(vec3 vec) {
- x += vec.x;
- y += vec.y;
- z += vec.z;
+vec3& vec3::operator+=(const vec3& vec) {
+ v = _mm_add_ps(v, vec.v);
return *this;
}
vec3& vec3::operator*=(float scale) {
- x *= scale;
- y *= scale;
- z *= scale;
+ __m128 s = _mm_set1_ps(scale);
+ v = _mm_mul_ps(v, s);
return *this;
}
vec3& vec3::operator/=(float numerator) {
- x /= numerator;
- y /= numerator;
- z /= numerator;
+ __m128 s = _mm_set1_ps(numerator);
+ v = _mm_div_ps(v, s);
return *this;
}
float vec3::operator[](int axis) {
- switch (axis) {
- case 0:
- return x;
- case 1:
- return y;
- case 2:
- return z;
- default:
- return std::numeric_limits<float>::infinity();
+ if (axis > 2) {
+ return std::numeric_limits<float>::infinity();
}
+
+ return v[axis];
}
float vec3::length() const {
- return sqrt(length_sq());
+ return std::sqrt((_mm_dp_ps(v, v, 0b10001111))[0]);
}
float vec3::length_sq() const {
- return x * x + y * y + z * z;
+ return (_mm_dp_ps(v, v, 0b10001111))[0];
}
float vec3::dot(const vec3& vec) const {
- return x * vec.x + y * vec.y + z * vec.z;
+ return (_mm_dp_ps(v, vec.v, 0b10001111))[0];
}
vec3 vec3::cross(const vec3& vec) const {
- return vec3(
- y * vec.z - z * vec.y,
- z * vec.x - x * vec.z,
- x * vec.y - y * vec.x
- );
+ __m128 tmp0 = _mm_shuffle_ps(v,v,_MM_SHUFFLE(3,0,2,1));
+ __m128 tmp1 = _mm_shuffle_ps(vec.v,vec.v,_MM_SHUFFLE(3,1,0,2));
+ __m128 tmp2 = _mm_mul_ps(tmp0,vec.v);
+ __m128 tmp3 = _mm_mul_ps(tmp0,tmp1);
+ __m128 tmp4 = _mm_shuffle_ps(tmp2,tmp2,_MM_SHUFFLE(3,0,2,1));
+ return _mm_sub_ps(tmp3,tmp4);
}
-vec3 vec3::unit() const {
- return *this / length();
+vec3& vec3::min(const vec3& vec) {
+ v = _mm_min_ps(v, vec.v);
+
+ return *this;
}
-bool vec3::near_zero() const {
- const auto s = 1e-8;
+vec3& vec3::max(const vec3& vec) {
+ v = _mm_max_ps(v, vec.v);
- return (fabs(x) < s) && (fabs(y) < s) && (fabs(z) < s);
+ return *this;
+}
+
+vec3& vec3::normalize() {
+ v = _mm_div_ps(v, _mm_sqrt_ps(_mm_dp_ps(v, v, 0xff)));
+
+ return *this;
+}
+
+bool vec3::near_zero() const {
+ // __m128 e = _mm_set1_ps(EPSILON);
+ // _mm_cmplt_ps(_mm_andnot_ps(_mm_set1_ps(-0.0f), v), e);
+ return (fabs(v[0]) < EPSILON) && (fabs(v[1]) < EPSILON) && (fabs(v[2]) < EPSILON);
}
vec3 vec3::random() {
@@ -92,42 +106,45 @@ vec3 vec3::random(float min, float max) {
return vec3 { randd(min, max), randd(min, max), randd(min, max) };
}
-vec3 lerp(vec3 u, vec3 v, float t) {
+
+// TODO: Use simd instructions
+vec3 lerp(const vec3& u, const vec3& v, float t) {
return (1.0 - t) * u + t * v;
}
-vec3 operator+(vec3 u, vec3 v) {
- return vec3(u.x + v.x, u.y + v.y, u.z + v.z);
+vec3 operator+(const vec3& u, const vec3& v) {
+ return vec3(_mm_add_ps(u.v, v.v));
}
-vec3 operator-(vec3 u, vec3 v) {
- return vec3(u.x - v.x, u.y - v.y, u.z - v.z);
+vec3 operator-(const vec3& u, const vec3& v) {
+ return vec3(_mm_sub_ps(u.v, v.v));
}
-vec3 operator*(vec3 u, vec3 v) {
- return vec3(u.x * v.x, u.y * v.y, u.z * v.z);
+vec3 operator*(const vec3& u, const vec3& v) {
+ return vec3(_mm_mul_ps(u.v, v.v));
}
-vec3 operator*(vec3 u, float scale) {
- return vec3(
- u.x * scale,
- u.y * scale,
- u.z * scale
- );
+vec3 operator*(const vec3& u, float scale) {
+ __m128 s = _mm_set1_ps(scale);
+ return vec3(_mm_mul_ps(u.v, s));
}
-vec3 operator*(float scale, vec3 u) {
- return u * scale;
+vec3 operator*(float scale, const vec3& u) {
+ __m128 s = _mm_set1_ps(scale);
+ return vec3(_mm_mul_ps(u.v, s));
}
-vec3 operator/(vec3 u, float scale) {
- return (1.0 / scale) * u;
+vec3 operator/(const vec3& u, float scale) {
+ __m128 s = _mm_set1_ps(scale);
+ return vec3(_mm_div_ps(u.v, s));
}
-vec3 reflect(vec3 v, vec3 n) {
+// TODO: Use simd instructions
+vec3 reflect(const vec3& v, const vec3& n) {
return v - 2 * v.dot(n) * n;
}
+// TODO: Use simd instructions
vec3 refract(const vec3& uv, const vec3& n, float etai_over_etat) {
auto cos_theta = fmin(n.dot(-uv), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
@@ -137,5 +154,5 @@ vec3 refract(const vec3& uv, const vec3& n, float etai_over_etat) {
}
std::ostream& operator<<(std::ostream& out, vec3 vec) {
- return out << vec.x << ' ' << vec.y << ' ' << vec.z << std::endl;
+ return out << vec[0] << ' ' << vec[1] << ' ' << vec[2] << std::endl;
}